PDF Networks - GC R&D
The problem with planetary defence, is that the instant the defensive fleet is routed and the attacking forces have control of the space around the planet, the defenders are doomed. Heavy planetary bombing, and pretty much limitless ground force reinforcment assures that the only real option to defenders is to surrender shortly.In an effort to change that, Coalition Military Researchers and Engineers have been organizing a standard template system of planetary defences across Coalition space. These defences are designed to give a planetary defence force the ability to fight off invader's capital ships, soldiery, and vehicles.
Depending on the planet, the templates are adjusted as nessecary, but several common factors are always visible.
Such a system designed for Azguard, for example, would consist of fortifying and heavily armouring the mountains which the Azguards reside in with thick plates of armour and crumple-zones around areas excpected to withstand a lot of bombardment. They would be dotted with large turbo-laser cannons for long-range fire, and smaller quad-guns for taking out fighter attacks. Gates would be mechanical, and well guarded, and each mountain level would have a mechanical seal-off system.
On the other hand, such a system on Hephastus, would consist of hidden strong-points deep in the forests, guns mounted on rails or carried to carefully positioned gun-points. There would be under-ground tunnel networks, bunkers, and secured vantage points.
These systems are intended to usually function as a last-line defence for worlds trapped in enemy encirclements. The general hope is that the enemy can be resisted long enough for relief in the form of friendly navies will come, or perhaps it can be used to ward off small enemy forces.
-2 ground-to-space Heavy Turbolaser Cannons
-8 large Turbolaser Cannons
-35 quad-laser turrets
-90 auto-guns situated as nessecary.
-4 lesser strong-points, such as armoured bunkers.
-1 major strong-point, such as a mid-sized fortresse.
The capital city of each planet, or any city of 10,000,000 people, will - instead of the major strong points - be a massive fortresse, surrounded by thick, bombardment resistant walls, shielded, and heavily secured.
Time to construct: 120 days per planet.
Comments
#38 7:29pm 09/05/04
Wait, if I waited five days, what would that mean? Would only one square kilometer have Quad lasers? Or would the entire planet be armed with quad-lasers in the quantity-per-kilometer as listed by Jan?
#37 6:28pm 09/05/04
hows about something like this instead?
An amendment to the Cy rules...
5 Days-quad-laser turrets
5 Days-auto-guns situated as nessecary.
10 Days-lesser strong-points, such as armoured bunkers.
15 Days-major strong-point, such as a mid-sized fortresse.
20 Days-massive fortresse
Additional buildable structures for planets...
#36 11:45pm 08/05/04
Which is why I helped you by posting it.
#35 9:02pm 08/05/04
You know, I completely forgot I was supposed to do that.
#34 8:52pm 08/05/04
A planets' worth of PDF would result in the following per ten thousand people or square-km of inhabited land (so a five-square-km, with fify-thousand people city would have ten Heavy Turbo Cannons cannons)
:
-2 ground-to-space Heavy Turbolaser Cannons
-8 large Turbolaser Cannons
-35 quad-laser turrets
-90 auto-guns situated as nessecary.
-4 lesser strong-points, such as armoured bunkers.
-1 major strong-point, such as a mid-sized fortresse.
The capital city of each planet, or any city of 10,000,000 people, will - instead of the major strong points - be a massive fortresse, surrounded by thick, bombardment resistant walls, shielded, and heavily secured.
Took of 2 Large Turbolasers, 5 Quad Laser Turrets and 10 Auto-Guns.
#33 7:00pm 30/04/04
Just a tad.
#32 12:23am 30/04/04
In the number of guns? I could cut them down a little, if you want.
#31 8:58pm 29/04/04
I can see it if it was on Coruscant or Nar Shaddaa.
It sounds excessive to me.
#30 2:01am 28/04/04
No, but there might be perhaps a half-dozen such major cities on a high-population planet.
#29 2:00am 28/04/04
...any city of over 10 million people.
You say that like there is one every few miles.
#28 10:47pm 27/04/04
Ok, so to help this R&D along I've decided to create statistics.
A planets' worth of PDF would result in the following per ten thousand people or square-km of inhabited land (so a five-square-km, with fify-thousand people city would have ten Heavy Turbo Cannons cannons)
:
-Two ground-to-space Heavy Turbolaser Cannons
-Ten large Turbolaser Cannons
-forty quad-laser turrets
-one hundred auto-guns situated as nessecary.
-four lesser strong-points, such as armoured bunkers.
-One major strong-point, such as a mid-sized fortresse.
The capital city of each planet, or any city of 10,000,000 people, will - instead of the major strong points - be a massive fortresse, surrounded by thick, bombardment resistant walls, shielded, and heavily secured.
Voila, stats.
#27 12:43pm 19/04/04
Yeah, but imagine the planet is being attacked by bomber-fighters, capital ships, and frigates, and you try and destroy them with things you've RPed. They'll probably kick up a right stink. Plus, such a network as the one I envision would take a very long role-play per planet.
#26 4:21am 19/04/04
Dolash, what I do is build the basics then just RP bunkers being there, in the future, if I want to put weapons on the bunkers, I will.
#25 1:33am 19/04/04
Ok. Do I build them in construction yards?
#24 1:32am 19/04/04
I'm figuring about 126 days build time, per planet.
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